UX (User Experience) refers to all experiences a user feels and thinks while using a service or product. UX design is designing and executing the processes necessary to create products that deliver meaningful experiences to users. People use tools to achieve their goals, and companies provide better tools in many ways. It can be an intangible application or a tangible vehicle. Among many tools, smartphone applications are still one of the most important UX that has a great influence on people's lives.

When designing UX, I don't think about what I can do as a supplier, but about what kind of experience I can provide to users. Define what users want (Why) and find out what features they need to achieve it (What). And specifically design how users use the tool. There are various design methodologies, but essentially, we create, observe, and improve by constantly repeating the Why-What-How.

To design experiences, you need to understand your users. Humans are motivated to achieve a goal, perceive information using the five senses, understand information through the brain, act to achieve the goal, and feel emotions throughout this process. To understand these complex response steps, you must not think of your users as mere subjects of research; you must deeply empathize with them and want a better experience as much as they do. Sometimes, we understand things analytically by breaking them down into detailed steps, and other times, we intuitively empathize with the overall thoughts and feelings. UX designers must understand people from both large and small perspectives.

history

UX can comprehensively encompass the concepts of users and experiences, so it is not easy to determine where to start. Among them, we will focus on meaningful UX events related to the industry.

Toyota's TPS structure diagram

1948 Toyota, a production system that considers humans

Toyota created a system called the Toyota Production System. This method, also called TPS, is based on the two ideologies of Just in Time, which ‘makes what customers need as much as they need’ and automation, which means ‘when there is a problem with the machine, the machine stops on its own and notifies people of the problem.’ While producers produce as much as possible and push it to customers, Toyota's idea is to create a production system that starts with people.

source Telephone designed by Henry Dreyfuss
Human Factors in Design included in ‘Design for People’

Ergonomic design by Henry Dreyfus, 1955

Henry Dreyfuss (1904-1972), a pioneer in American industrial design, first introduced the concept of the user. We studied and collected data on users using a method called Human Factors Ergonimice. Based on the idea that all tools should be made to fit the human body, we designed the thickness of the handle, the spacing of the handset, and the size of the dial to suit the human hand and calling behavior. <Design for People>, published in 1955, is a culmination of Dreyfus' design philosophy.

source disneyland sketch

Walt Disney's Disneyland, 1966

Walt Disney is also called the first UX designer. Every element of the Disney Park has been designed in detail to ensure a pleasant experience for users. When announcing the 'Florida Project' in 1966, they defined theme parks as 'places that improve people's lives with the latest technology' and continued to experiment. The key to Disney parks is immersion. To create this immersion, we use a design team called Imagineers, who work to create amazing experiences. Create special moments, always create better experiences, expand your experiences to choose from. It still contains great instructions to give you an amazing experience.

COURTESY XEROX HISTORICAL ARCHIVES
source Mouse designed by Douglas Engelbart

Xerox's Palo Alto Research Center in 1970

Xerox PARC (Palo Alto Research Center) is a private research center established by printer company Xerox in 1970. This is where almost all the technologies that form the basis of the computers we use today were born, including laser printers, Ethernet, and personal computers. Alan Kay went beyond the era of text-based computer control and created the first graphic-based interface PC, and Douglas Engelbart created the first mouse that everyone uses today. Most of the concepts needed in modern HCI, such as hypertext and network computers, were born here.

source apple lisa
source The first laptop, Grid Compass, designed by Bill Moggridge (Grid Compass)

Development and usability of computers, a complex tool, in the 1980sbirth of

In the 1980s, the concept of usability emerged, the academic field of HCI (Human-computer Interaction) grew rapidly, and the concepts of interaction design and ubiquitous computing emerged. Donald Norman, often referred to as the father of modern UX, was part of the team that determined the cause of the largest accident in U.S. nuclear power plant history at Three Mile Island in 1979. One of the causes discovered at this time was a problem with the control room's user interface. At this time, he diagnosed the failure of HCI. Bill Moggridge, one of the founders of the legendary company IDEO, first established the concept of interface during this period. While creating laptop computers, we incorporated a user-centered design philosophy. At this time, he created the concept of interaction design based on design thinking, which continues to have a great influence to this day.

source The first WWW page. oldest screenshot

1990 Emergence of the web and popularization of UX

Donald Norman, who joined Apple, proposed emotion-centered design and was the first to use the term UX. With the title of User Experience Architect, he has inspired writing about the cognitive experience of all products, including technology products. UX is used as a term that can represent the whole, beyond the narrow concepts of human interface and usability. Starting with IDEO, founded by David Kelly, Bill Moggridge, and Tim Brown, design methodologies based on design thinking became popular. Microsoft's Alan Cooper was the first to develop the persona technique. In the mid-to-late 90s, the growth of the web enabled more diverse HCI to grow actively.

source first iphone

Innovation experienced anytime, anywhere in the 2000s, mobile

The first iPhone is announced in 2007. The most innovative product in mobile phone history, it ushered in the mobile era. Smartphones have become computers that can be carried anywhere, anytime, completely changing people's experiences. The expanding and growing app store ecosystem and the concept of an always-accessible mobile web have expanded people's concepts of time and space. Afterwards, Android, which was created as an OS for digital cameras, began to create an OS for cell phones with cameras, and Google purchased the company and began competing with Apple.

References & Sources

https://m.blog.naver.com/PostView.naver?isHttpsRedirect=true&blogId=vinylx&logNo=220149288780

https://www.interaction-design.org/literature/topics/ux-design

https://story.pxd.co.kr/549

https://blog.naver.com/ccllimart/221251511960

https://design-zip.tistory.com/30

https://m.blog.naver.com/PostView.naver?isHttpsRedirect=true&blogId=vinylx&logNo=220149288780

https://design-zip.tistory.com/30

https://blog.prototypr.io/5-things-you-didnt-know-about-the-history-of-ux-design-20592208a336

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